Re: Installing Deadline for Softimage 2012

2013-05-22 Thread Mirko Jankovic
Hey David,

I never had any problems with installing deadline since 2011...
Python is inside SI already so no need to install anything else Python
related.
One and only thing needed is to copy SubmitXSIToDeadline.py into your
Softimage/Application/Plugins folder and that is it.
Absolutely nothing else needed.
See if that works


On Wed, May 22, 2013 at 1:05 AM, David Rivera 
activemotionpictu...@yahoo.com wrote:

 Hello. Anyone had had experience installing Deadline for softimage?
 i´ve followed this:

 http://www.thinkboxsoftware.com/deadline-5-softimage#Integrated_Submission_Script_Setup

 And I still can´t get the dialogue up on the Render module RenderSend to
 Deadline after setting up
 preferences for Python on softimage 2012. I believe Python is already
 installed on softimage 2012, because
 I see the option python from the scripts preferences.

 Hence, I opened up a script dialogue in python, and dragged and dropped
 the .py script that comes for installing
 on (applications)/softimage/application/plugins

 I restart softimage, but still I don´t see the dialogue.
 If anyone could lend me a hand with this, I´d appreciate it a lot.
 Thanks.

 David R.



RE: Mill 98 Human

2013-05-22 Thread Szabolcs Matefy
OMG. Very emotional piece, and great technical info. It'd be nice to see
a screenshot of the facial rig J

 

So basically, the hair was based upon XSI Hair, and Melena was used to
create the final look? Melena is great, it's a shame that it is
discontinued. I am very interested in the muscle rig as well, I've seen
the weightmap is animated during the walk cycle. It's some kind of
stressmap?

 

Amazing piece, I hope one day Mill will make a tutorial book...

 

Cheers

 

 

Szabolcs

 

PS. Videos like this makes me consider leaving games industry to the
VFX...

 

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Peter Agg
Sent: Tuesday, May 21, 2013 11:34 PM
To: softimage@listproc.autodesk.com
Subject: Re: Mill 98 Human

 

Just to add to what Jimmy nicely rounded up: the facial animation rig
was pretty much all done with envelope deformers rather than blend
shapes. Chimp lips are surprisingly flexible so having the deformers
being driven by curves was certainly the way to go with that.

 

The eyelids were also controlled with nulls looking at curves so the
animators could define pretty much exactly what kind of shape they
wanted - there's a lot of nice, subtle movement in them which is pretty
much all down to their keen eyes and decision-making, really. Not much
of it was automated so they did a really nice job - pretty much
everything you see was something they chose to move, I just gave them
the option!

 

Throw on a few sticky controls in key areas for secondary movement and
you've pretty much got it as far as the control rig went. Then off it
went to Vince's muscle system (though by that stage I unfortunately had
to head back to the UK office, so I never got to see the cool stuff in
action). 

 

 

On 21 May 2013 22:05, jimmy gass ji...@nervegass.net wrote:

No strand caching. We wanted to save our self the extra step, since
there were already like 5 stages of cache and sim. So the strands were
left live.

To get Motion blur to behave properly, I just made a compound at the
front of the entire system, that calculated the strand velocity and
stored that every frame, but then set it back to what it was the frame
before at the beginning of the sim to keep the behavior right. Basically
just forcing the velocities for the rendered to do what it needs to do.
That node has become quite popular here for that purpose.

 

 



Re: Mill 98% Human

2013-05-22 Thread Sandy Sutherland
We had this too - we used end on frame setting in the end to get as 
close as possible!


S.

On 21/05/2013 22:17, Steven Caron wrote:
ok, thanks. we tried strand velocity but had issues with underlying 
geometry being blurred differently.




On Tue, May 21, 2013 at 2:05 PM, jimmy gass ji...@nervegass.net 
mailto:ji...@nervegass.net wrote:


No strand caching. We wanted to save our self the extra step,
since there were already like 5 stages of cache and sim. So the
strands were left live.
To get Motion blur to behave properly, I just made a compound at
the front of the entire system, that calculated the strand
velocity and stored that every frame, but then set it back to what
it was the frame before at the beginning of the sim to keep the
behavior right. Basically just forcing the velocities for the
rendered to do what it needs to do. That node has become quite
popular here for that purpose.






Re: Setting and Manipulating Keys Very slow in Referenced Model

2013-05-22 Thread Sandy Sutherland
I did - and we locked everything that was not supposed to move/key.  
Worked fine and it is not so difficult to write the tools to do a model 
update.  Also one BIG plus to this method against referencing is that 
you avoid surprises when something changes in the rig that affects 
animation and it gets auto updated in a reference, THAT has happened to 
me before, largely due to the nature of the overlapping schedules we 
work with in SA.


S.

On 22/05/2013 04:48, Enrique Caballero wrote:
Jeremie, I considered letting them animate in local mode but i decided 
that the risks outweighed the benefits.


I am just 100% uncomfortable with trusting the animators with Local 
models. They will start deleting objects and changing heirarchy.


So instead I stripped down the rig of unecessary stuff.  I took all 
the cloth controls away and seperated it into a different rig, and 
then aggressively cut down the amount of keyable params.


Its at least manageable now.

Are you really comfortable letting the animators animate local models? 
 I don't think I could ever let it happen






[OT]? add GPL to code

2013-05-22 Thread Stefan Andersson
Hello everyone,

I was just wondering if anyone has added GPL to their code, and how the
practice is. I looked at how they have done in the blender python scripts.
So I need to add that block to each file?

Anyone experienced in this sort of thing?

regards
stefan


-- 
*Stefan Andersson | Digital Janitor **| Generalist for hire
*
blog http://sanders3d.wordpress.com |
showreelhttp://www.youtube.com/watch?v=qVb8yvxZcss|
twitter http://twitter.com/sanders3d |
LinkedInhttp://www.linkedin.com/in/sanders3d|
Instagram http://instagram.com/sanders3d_ | cell: +46-73-6268850 |
skype:sanders3d


Re: Setting and Manipulating Keys Very slow in Referenced Model

2013-05-22 Thread Raffaele Fragapane
That's only an issue with live referencing, which is a pretty bad way to go
about it.
Versioned referencing will not hold any surprises as you control when a rig
reaches what shots. It's a matter of asset management, not of referencing
VS localized.
If anything localizing takes a liberty away from you, it doesn't ADD
security :)


On Wed, May 22, 2013 at 6:36 PM, Sandy Sutherland sandy.mailli...@gmail.com
 wrote:

 I did - and we locked everything that was not supposed to move/key.
  Worked fine and it is not so difficult to write the tools to do a model
 update.  Also one BIG plus to this method against referencing is that you
 avoid surprises when something changes in the rig that affects animation
 and it gets auto updated in a reference, THAT has happened to me before,
 largely due to the nature of the overlapping schedules we work with in SA.

 S.


 On 22/05/2013 04:48, Enrique Caballero wrote:

 Jeremie, I considered letting them animate in local mode but i decided
 that the risks outweighed the benefits.

 I am just 100% uncomfortable with trusting the animators with Local
 models. They will start deleting objects and changing heirarchy.

 So instead I stripped down the rig of unecessary stuff.  I took all the
 cloth controls away and seperated it into a different rig, and then
 aggressively cut down the amount of keyable params.

 Its at least manageable now.

 Are you really comfortable letting the animators animate local models?  I
 don't think I could ever let it happen





-- 
Our users will know fear and cower before our software! Ship it! Ship it
and let them flee like the dogs they are!


Re: [OT]? add GPL to code

2013-05-22 Thread Raffaele Fragapane
If you're distributing, since you never pay for comments, just add it in
every file. If you're not distributing just avoid caring altogether :p


On Wed, May 22, 2013 at 6:38 PM, Stefan Andersson sander...@gmail.comwrote:

 Hello everyone,

 I was just wondering if anyone has added GPL to their code, and how the
 practice is. I looked at how they have done in the blender python scripts.
 So I need to add that block to each file?

 Anyone experienced in this sort of thing?

 regards
 stefan


 --
 *Stefan Andersson | Digital Janitor **| Generalist for hire
 *
 blog http://sanders3d.wordpress.com | 
 showreelhttp://www.youtube.com/watch?v=qVb8yvxZcss|
 twitter http://twitter.com/sanders3d | 
 LinkedInhttp://www.linkedin.com/in/sanders3d|
 Instagram http://instagram.com/sanders3d_ | cell: +46-73-6268850 |
 skype:sanders3d





-- 
Our users will know fear and cower before our software! Ship it! Ship it
and let them flee like the dogs they are!


Re: Setting and Manipulating Keys Very slow in Referenced Model

2013-05-22 Thread Sandy Sutherland
Yep you are right Raff - but at that time we did not have any asset 
system going, ask Simon - he and I had the brunt of that.


S.

On 22/05/2013 09:51, Raffaele Fragapane wrote:
That's only an issue with live referencing, which is a pretty bad way 
to go about it.
Versioned referencing will not hold any surprises as you control when 
a rig reaches what shots. It's a matter of asset management, not of 
referencing VS localized.
If anything localizing takes a liberty away from you, it doesn't ADD 
security :)



On Wed, May 22, 2013 at 6:36 PM, Sandy Sutherland 
sandy.mailli...@gmail.com mailto:sandy.mailli...@gmail.com wrote:


I did - and we locked everything that was not supposed to
move/key.  Worked fine and it is not so difficult to write the
tools to do a model update.  Also one BIG plus to this method
against referencing is that you avoid surprises when something
changes in the rig that affects animation and it gets auto updated
in a reference, THAT has happened to me before, largely due to the
nature of the overlapping schedules we work with in SA.

S.





Re: Setting and Manipulating Keys Very slow in Referenced Model

2013-05-22 Thread Enrique Caballero
We do live referencing here as we don't have much for versioning control at
this small studio.  Its worked fine for us so far as our rigs are pretty
simple and eventually development stops for them on a project.


Eventually we might do versioned referencing but it would require some
asset tracking tools that we just don't have. We also don't have enough
coordinators to keep track of what shot gets what rig, or the development
man power to update our pipeline.

Tiny shop in Singapore, very difficult to find talented developers.

Until then I've written a bunch of delta cleaning scripts that can solve
90% of our issues, and what was most important for us, was that we are very
careful about how we import referenced models so that
no unnecessary information gets written to the delta.  So if a rig change
does happen, the delta wont freak out and break the rig.

Basically via scripting,  I create an empty referenced model, populate the
paths for the rig resolutions, add an empty delta, set the proper settings,
disabling the evil ones, and then finally setting the active resolution.  I
have found this technique to be absolutely essential to making sure our
deltas don't store any extra nonsense in them that would eventually clash
with a rig change.

Otherwise if the animator simply did a vanilla import referenced model
 this referenced model would have a delta on it thats fully enabled, and it
would immediately store a bunch of useless crap under stored
expressions/stored positions that would eventually cause the rig to explode
when we did the next rig update.

Aside from that, when something bad happens, I run one of 3 delta cleaners
if necessary, but to be honest it hasnt happened much in a very long time.


I am very open minded, but i also know the animators at this company very
well. If I gave them a local model pipeline they would bring this studio to
its knees and I would be out of a job very quickly




On Wed, May 22, 2013 at 4:51 PM, Raffaele Fragapane 
raffsxsil...@googlemail.com wrote:

 That's only an issue with live referencing, which is a pretty bad way to
 go about it.
 Versioned referencing will not hold any surprises as you control when a
 rig reaches what shots. It's a matter of asset management, not of
 referencing VS localized.
 If anything localizing takes a liberty away from you, it doesn't ADD
 security :)


 On Wed, May 22, 2013 at 6:36 PM, Sandy Sutherland 
 sandy.mailli...@gmail.com wrote:

 I did - and we locked everything that was not supposed to move/key.
  Worked fine and it is not so difficult to write the tools to do a model
 update.  Also one BIG plus to this method against referencing is that you
 avoid surprises when something changes in the rig that affects animation
 and it gets auto updated in a reference, THAT has happened to me before,
 largely due to the nature of the overlapping schedules we work with in SA.

 S.


 On 22/05/2013 04:48, Enrique Caballero wrote:

 Jeremie, I considered letting them animate in local mode but i decided
 that the risks outweighed the benefits.

 I am just 100% uncomfortable with trusting the animators with Local
 models. They will start deleting objects and changing heirarchy.

 So instead I stripped down the rig of unecessary stuff.  I took all the
 cloth controls away and seperated it into a different rig, and then
 aggressively cut down the amount of keyable params.

 Its at least manageable now.

 Are you really comfortable letting the animators animate local models?
  I don't think I could ever let it happen





 --
 Our users will know fear and cower before our software! Ship it! Ship it
 and let them flee like the dogs they are!



Re: Mill 98% Human

2013-05-22 Thread Morten Bartholdy
It is spectacular, great work . Thanks for sharing the details!
Interesting especially to hear how you have used the old hair to groom - I
also find the ICE hair tools coming short in that respect.


Morten




Den 21. maj 2013 kl. 22:41 skrev jimmy gass ji...@nervegass.net:

 Thanks everyone.
 
 The hair was nothing revolutionary. It was using the Melena set up to
 convert the XSI hair to curves, then the curves to strands.  It wasnt fast.
 It's just a lot easier to groom that way, using the built in hair system.
 Especially using a lowrez hair set up and copy styles to a highrez set up.
 So that is what you saw on the behind the scenes.
 
 The basic groom was combed the old school way, then layers of ICE
 manipulations on top of that to get more variation, color dynamics etc.
 
 Dave Barosin helped in getting the hair dynamics to work with a pretty
 ingenious set up.
 
 Vince built the muscle setup which I'm not really able to comment on too
 much. He handed a cache of that geometry over to me, and I had a skin
 simulation stage that is basically a verlet set up that conforms to the
 muscles. It was used mostly for the body, but was also used sparingly on
 the face. (the stuff you see in the behinds the scenes is an embarrassingly
 old test scene, but you can see the verlet wrinkles)
 
 The face was largely done with maps to drive deformation at render time.
 Based on the compression and stretch of the underlying geometry.
 
 Rendered in Arnold. With Keven Ives and Thomas Bardwell handling most of
 the shading and lighting.
 
 


Re: [OT]? add GPL to code

2013-05-22 Thread Stefan Andersson
well I'm adding it to a public bitbucket repo, so I guess I'll have to add
it to each file.

regards
stefan




On Wed, May 22, 2013 at 10:52 AM, Raffaele Fragapane 
raffsxsil...@googlemail.com wrote:

 If you're distributing, since you never pay for comments, just add it in
 every file. If you're not distributing just avoid caring altogether :p


 On Wed, May 22, 2013 at 6:38 PM, Stefan Andersson sander...@gmail.comwrote:

 Hello everyone,

 I was just wondering if anyone has added GPL to their code, and how the
 practice is. I looked at how they have done in the blender python scripts.
 So I need to add that block to each file?

 Anyone experienced in this sort of thing?

 regards
 stefan


 --
 *Stefan Andersson | Digital Janitor **| Generalist for hire
 *
 blog http://sanders3d.wordpress.com | 
 showreelhttp://www.youtube.com/watch?v=qVb8yvxZcss|
 twitter http://twitter.com/sanders3d | 
 LinkedInhttp://www.linkedin.com/in/sanders3d|
 Instagram http://instagram.com/sanders3d_ | cell: +46-73-6268850 |
 skype:sanders3d





 --
 Our users will know fear and cower before our software! Ship it! Ship it
 and let them flee like the dogs they are!




-- 
*Stefan Andersson | Digital Janitor **| Generalist for hire
*
blog http://sanders3d.wordpress.com |
showreelhttp://www.youtube.com/watch?v=qVb8yvxZcss|
twitter http://twitter.com/sanders3d |
LinkedInhttp://www.linkedin.com/in/sanders3d|
Instagram http://instagram.com/sanders3d_ | cell: +46-73-6268850 |
skype:sanders3d


Re: Setting and Manipulating Keys Very slow in Referenced Model

2013-05-22 Thread Michal Doniec
Eventually we might do versioned referencing but it would require some
asset tracking tools that we just don't have.

I'd start with some off the shelf version control software to do half of
the work for you (perforce, maybe svn etc.), a rather simple database on
top of this and some UI usually does the job for most cases where assets
are not too complex and relatively lightweight, ie. mesh/rig character type
assets. What I am saying is it doesn't really take much to get a system
like this going and benefits can be potentially really big.
Sorry for being bit off topic.


On 22 May 2013 10:00, Enrique Caballero enriquecaball...@gmail.com wrote:

 We do live referencing here as we don't have much for versioning control
 at this small studio.  Its worked fine for us so far as our rigs are pretty
 simple and eventually development stops for them on a project.


 Eventually we might do versioned referencing but it would require some
 asset tracking tools that we just don't have. We also don't have enough
 coordinators to keep track of what shot gets what rig, or the development
 man power to update our pipeline.

 Tiny shop in Singapore, very difficult to find talented developers.

 Until then I've written a bunch of delta cleaning scripts that can solve
 90% of our issues, and what was most important for us, was that we are very
 careful about how we import referenced models so that
 no unnecessary information gets written to the delta.  So if a rig change
 does happen, the delta wont freak out and break the rig.

 Basically via scripting,  I create an empty referenced model, populate the
 paths for the rig resolutions, add an empty delta, set the proper settings,
 disabling the evil ones, and then finally setting the active resolution.  I
 have found this technique to be absolutely essential to making sure our
 deltas don't store any extra nonsense in them that would eventually clash
 with a rig change.

 Otherwise if the animator simply did a vanilla import referenced model
  this referenced model would have a delta on it thats fully enabled, and it
 would immediately store a bunch of useless crap under stored
 expressions/stored positions that would eventually cause the rig to explode
 when we did the next rig update.

 Aside from that, when something bad happens, I run one of 3 delta cleaners
 if necessary, but to be honest it hasnt happened much in a very long time.


 I am very open minded, but i also know the animators at this company very
 well. If I gave them a local model pipeline they would bring this studio to
 its knees and I would be out of a job very quickly




 On Wed, May 22, 2013 at 4:51 PM, Raffaele Fragapane 
 raffsxsil...@googlemail.com wrote:

 That's only an issue with live referencing, which is a pretty bad way to
 go about it.
 Versioned referencing will not hold any surprises as you control when a
 rig reaches what shots. It's a matter of asset management, not of
 referencing VS localized.
 If anything localizing takes a liberty away from you, it doesn't ADD
 security :)


 On Wed, May 22, 2013 at 6:36 PM, Sandy Sutherland 
 sandy.mailli...@gmail.com wrote:

 I did - and we locked everything that was not supposed to move/key.
  Worked fine and it is not so difficult to write the tools to do a model
 update.  Also one BIG plus to this method against referencing is that you
 avoid surprises when something changes in the rig that affects animation
 and it gets auto updated in a reference, THAT has happened to me before,
 largely due to the nature of the overlapping schedules we work with in SA.

 S.


 On 22/05/2013 04:48, Enrique Caballero wrote:

 Jeremie, I considered letting them animate in local mode but i decided
 that the risks outweighed the benefits.

 I am just 100% uncomfortable with trusting the animators with Local
 models. They will start deleting objects and changing heirarchy.

 So instead I stripped down the rig of unecessary stuff.  I took all the
 cloth controls away and seperated it into a different rig, and then
 aggressively cut down the amount of keyable params.

 Its at least manageable now.

 Are you really comfortable letting the animators animate local models?
  I don't think I could ever let it happen





 --
 Our users will know fear and cower before our software! Ship it! Ship it
 and let them flee like the dogs they are!





-- 
--
Michal
http://uk.linkedin.com/in/mdoniec


Re: Setting and Manipulating Keys Very slow in Referenced Model

2013-05-22 Thread Enrique Caballero
Hey Michal,
  Your definitely right.  Its something we should look into

-E


On Wed, May 22, 2013 at 7:05 PM, Michal Doniec doni...@gmail.com wrote:

 Eventually we might do versioned referencing but it would require some
 asset tracking tools that we just don't have.

 I'd start with some off the shelf version control software to do half of
 the work for you (perforce, maybe svn etc.), a rather simple database on
 top of this and some UI usually does the job for most cases where assets
 are not too complex and relatively lightweight, ie. mesh/rig character type
 assets. What I am saying is it doesn't really take much to get a system
 like this going and benefits can be potentially really big.
 Sorry for being bit off topic.


 On 22 May 2013 10:00, Enrique Caballero enriquecaball...@gmail.comwrote:

 We do live referencing here as we don't have much for versioning control
 at this small studio.  Its worked fine for us so far as our rigs are pretty
 simple and eventually development stops for them on a project.


 Eventually we might do versioned referencing but it would require some
 asset tracking tools that we just don't have. We also don't have enough
 coordinators to keep track of what shot gets what rig, or the development
 man power to update our pipeline.

 Tiny shop in Singapore, very difficult to find talented developers.

 Until then I've written a bunch of delta cleaning scripts that can solve
 90% of our issues, and what was most important for us, was that we are very
 careful about how we import referenced models so that
 no unnecessary information gets written to the delta.  So if a rig change
 does happen, the delta wont freak out and break the rig.

 Basically via scripting,  I create an empty referenced model, populate
 the paths for the rig resolutions, add an empty delta, set the proper
 settings, disabling the evil ones, and then finally setting the active
 resolution.  I have found this technique to be absolutely essential to
 making sure our deltas don't store any extra nonsense in them that would
 eventually clash with a rig change.

 Otherwise if the animator simply did a vanilla import referenced model
  this referenced model would have a delta on it thats fully enabled, and it
 would immediately store a bunch of useless crap under stored
 expressions/stored positions that would eventually cause the rig to explode
 when we did the next rig update.

 Aside from that, when something bad happens, I run one of 3 delta
 cleaners if necessary, but to be honest it hasnt happened much in a very
 long time.


 I am very open minded, but i also know the animators at this company very
 well. If I gave them a local model pipeline they would bring this studio to
 its knees and I would be out of a job very quickly




 On Wed, May 22, 2013 at 4:51 PM, Raffaele Fragapane 
 raffsxsil...@googlemail.com wrote:

 That's only an issue with live referencing, which is a pretty bad way to
 go about it.
 Versioned referencing will not hold any surprises as you control when a
 rig reaches what shots. It's a matter of asset management, not of
 referencing VS localized.
 If anything localizing takes a liberty away from you, it doesn't ADD
 security :)


 On Wed, May 22, 2013 at 6:36 PM, Sandy Sutherland 
 sandy.mailli...@gmail.com wrote:

 I did - and we locked everything that was not supposed to move/key.
  Worked fine and it is not so difficult to write the tools to do a model
 update.  Also one BIG plus to this method against referencing is that you
 avoid surprises when something changes in the rig that affects animation
 and it gets auto updated in a reference, THAT has happened to me before,
 largely due to the nature of the overlapping schedules we work with in SA.

 S.


 On 22/05/2013 04:48, Enrique Caballero wrote:

 Jeremie, I considered letting them animate in local mode but i decided
 that the risks outweighed the benefits.

 I am just 100% uncomfortable with trusting the animators with Local
 models. They will start deleting objects and changing heirarchy.

 So instead I stripped down the rig of unecessary stuff.  I took all
 the cloth controls away and seperated it into a different rig, and then
 aggressively cut down the amount of keyable params.

 Its at least manageable now.

 Are you really comfortable letting the animators animate local models?
  I don't think I could ever let it happen





 --
 Our users will know fear and cower before our software! Ship it! Ship it
 and let them flee like the dogs they are!





 --
 --
 Michal
 http://uk.linkedin.com/in/mdoniec



Delete particles based on U value

2013-05-22 Thread olivier jeannel

Hi there !
I'm emiting particles from curve. I'd like to emit more particle at the 
beginning of the curve and less at the end of the curve.


Since I cannot plug the the U value in the Rate port of the emitter, I 
think I should create a Delete rule based on particle IDs.
So that I delete more particles closer to the U end (0) and and delete 
less particle that are closer to the U begining (1) value of the curve.
I think, I should do it with a random on the ID, and probably some 
Fcurve... But so far, I can't have it working...


Any idea ?

Thanks !



Aw: Delete particles based on U value

2013-05-22 Thread Leo Quensel

On top of my head:



Get Self.emitlocation - Get PointU - FCurve - Test Random Probability - Delete Point - Execute on Emit



Gesendet:Mittwoch, 22. Mai 2013 um 13:13 Uhr
Von:olivier jeannel olivier.jean...@noos.fr
An:softimage@listproc.autodesk.com
Betreff:Delete particles based on U value

Hi there !
Im emiting particles from curve. Id like to emit more particle at the
beginning of the curve and less at the end of the curve.

Since I cannot plug the the U value in the Rate port of the emitter, I
think I should create a Delete rule based on particle IDs.
So that I delete more particles closer to the U end (0) and and delete
less particle that are closer to the U begining (1) value of the curve.
I think, I should do it with a random on the ID, and probably some
Fcurve... But so far, I cant have it working...

Any idea ?

Thanks !






Re: Delete particles based on U value

2013-05-22 Thread Rob Chapman
filter by probability multiplied by a linearly interpolated curve U of 0 - 1

et viola! :)


On 22 May 2013 13:13, olivier jeannel olivier.jean...@noos.fr wrote:

 Hi there !
 I'm emiting particles from curve. I'd like to emit more particle at the
 beginning of the curve and less at the end of the curve.

 Since I cannot plug the the U value in the Rate port of the emitter, I
 think I should create a Delete rule based on particle IDs.
 So that I delete more particles closer to the U end (0) and and delete
 less particle that are closer to the U begining (1) value of the curve.
 I think, I should do it with a random on the ID, and probably some
 Fcurve... But so far, I can't have it working...

 Any idea ?

 Thanks !




Re: Aw: Delete particles based on U value

2013-05-22 Thread olivier jeannel

Exactly !
...Damn the compound was already existing !
Thank's Leo, thank's Rob :)


Le 22/05/2013 13:31, Leo Quensel a écrit :

On top of my head:
Get Self.emitlocation - Get PointU - FCurve - Test Random 
Probability - Delete Point - Execute on Emit

*Gesendet:* Mittwoch, 22. Mai 2013 um 13:13 Uhr
*Von:* olivier jeannel olivier.jean...@noos.fr
*An:* softimage@listproc.autodesk.com
*Betreff:* Delete particles based on U value
Hi there !
I'm emiting particles from curve. I'd like to emit more particle at the
beginning of the curve and less at the end of the curve.

Since I cannot plug the the U value in the Rate port of the emitter, I
think I should create a Delete rule based on particle IDs.
So that I delete more particles closer to the U end (0) and and delete
less particle that are closer to the U begining (1) value of the curve.
I think, I should do it with a random on the ID, and probably some
Fcurve... But so far, I can't have it working...

Any idea ?

Thanks !




Re: [OT]? add GPL to code

2013-05-22 Thread Ben Houston
If you are using a library, just add a GPL license to that folder or
something like that.

One piece of GPL code in a project tends to make the whole project GPL.

I'd recommend keeping it very simple and just put a LICENSE.TXT file
at the root of the whole project and append the various licenses
together with a mention where each project came from.  Updating
per-file licenses is a pain in the ass.

Best regards,
-ben

On Wed, May 22, 2013 at 6:36 AM, Stefan Andersson sander...@gmail.com wrote:
 well I'm adding it to a public bitbucket repo, so I guess I'll have to add
 it to each file.

 regards
 stefan




 On Wed, May 22, 2013 at 10:52 AM, Raffaele Fragapane
 raffsxsil...@googlemail.com wrote:

 If you're distributing, since you never pay for comments, just add it in
 every file. If you're not distributing just avoid caring altogether :p


 On Wed, May 22, 2013 at 6:38 PM, Stefan Andersson sander...@gmail.com
 wrote:

 Hello everyone,

 I was just wondering if anyone has added GPL to their code, and how the
 practice is. I looked at how they have done in the blender python scripts.
 So I need to add that block to each file?

 Anyone experienced in this sort of thing?

 regards
 stefan


 --
 Stefan Andersson | Digital Janitor | Generalist for hire
 blog | showreel | twitter | LinkedIn | Instagram | cell: +46-73-6268850 |
 skype:sanders3d





 --
 Our users will know fear and cower before our software! Ship it! Ship it
 and let them flee like the dogs they are!




 --
 Stefan Andersson | Digital Janitor | Generalist for hire
 blog | showreel | twitter | LinkedIn | Instagram | cell: +46-73-6268850 |
 skype:sanders3d





-- 
Best regards,
Ben Houston
Voice: 613-762-4113 Skype: ben.exocortex Twitter: @exocortexcom
http://Exocortex.com - Passionate CG Software Professionals.


Re: Mill 98% Human

2013-05-22 Thread Martin
Awesome! Not only the CG but everything was amazing. And thanks for sharing 
details !
Can I ask how many people and months did it take?

M.Yara



Re: Mill 98% Human

2013-05-22 Thread Ben Houston
That is beautiful stuff.

-- 
Best regards,
Ben Houston
Voice: 613-762-4113 Skype: ben.exocortex Twitter: @exocortexcom
http://Exocortex.com - Passionate CG Software Professionals.


Re: Mill 98% Human

2013-05-22 Thread Eric Lampi
Ha! That's because Jimmy Gas is way too modest.

Awesome work guys!

Eric

On Tue, May 21, 2013 at 5:14 PM, Ajit Menon xsia...@gmail.com wrote:
 When Jimmy says it was nothing, that usually means he only built about 20
 custom ICE compounds or so to do his bidding...



 On Tue, May 21, 2013 at 5:05 PM, jimmy gass ji...@nervegass.net wrote:

 No strand caching. We wanted to save our self the extra step, since there
 were already like 5 stages of cache and sim. So the strands were left live.
 To get Motion blur to behave properly, I just made a compound at the front
 of the entire system, that calculated the strand velocity and stored that
 every frame, but then set it back to what it was the frame before at the
 beginning of the sim to keep the behavior right. Basically just forcing the
 velocities for the rendered to do what it needs to do. That node has become
 quite popular here for that purpose.




 --
 Ajit

 Ajit Menon | CGI artist
 www.ajitmenon.com

 Success is not found in what you have achieved, but rather in WHO you have
 become. - Larry Bertlemann



-- 
Freelance 3D and VFX animator

http://vimeopro.com/user7979713/3d-work


Re: Mill 98% Human

2013-05-22 Thread Javier Vega
Impressive work. With the quality of The Mill, as usual. Congratulations!

*Javier Vega*

www.zao3d.com

Visita mi blog: http://blog.zao3d.com

móvil: *616 64 73 57*
08922-Santa Coloma de Gramenet
(Barcelona)


2013/5/22 Eric Lampi ericla...@gmail.com

 Ha! That's because Jimmy Gas is way too modest.

 Awesome work guys!

 Eric

 On Tue, May 21, 2013 at 5:14 PM, Ajit Menon xsia...@gmail.com wrote:
  When Jimmy says it was nothing, that usually means he only built about
 20
  custom ICE compounds or so to do his bidding...
 
 
 
  On Tue, May 21, 2013 at 5:05 PM, jimmy gass ji...@nervegass.net wrote:
 
  No strand caching. We wanted to save our self the extra step, since
 there
  were already like 5 stages of cache and sim. So the strands were left
 live.
  To get Motion blur to behave properly, I just made a compound at the
 front
  of the entire system, that calculated the strand velocity and stored
 that
  every frame, but then set it back to what it was the frame before at the
  beginning of the sim to keep the behavior right. Basically just forcing
 the
  velocities for the rendered to do what it needs to do. That node has
 become
  quite popular here for that purpose.
 
 
 
 
  --
  Ajit
 
  Ajit Menon | CGI artist
  www.ajitmenon.com
 
  Success is not found in what you have achieved, but rather in WHO you
 have
  become. - Larry Bertlemann



 --
 Freelance 3D and VFX animator

 http://vimeopro.com/user7979713/3d-work



Blog/tutorial: Import/export of custom ICE attributes with Exocortex Crate/Alembic

2013-05-22 Thread Ben Houston
Hi all,

We've been so busy updating Exocortex Crate/Alembic that we really
haven't posted much on this list about it.  But I figured this recent
feature additional might be of interest.  We now support export and
importing of custom ICE attributes on just about any Softimage
primitive (meshes, point clouds, curves, etc.).  Mauricio Vines just
wrote up a blog post / tutorial on it here if it is of interest:

http://exocortex.com/blog/crate_custom_attribute_softimage

-- 
Best regards,
Ben Houston
Voice: 613-762-4113 Skype: ben.exocortex Twitter: @exocortexcom
http://Exocortex.com - Passionate CG Software Professionals.


Re: custom operators and changing topology

2013-05-22 Thread ran sariel
Hi Songqiong
sadly I'm still on 2012.SAP

Ran


On Tue, May 21, 2013 at 10:11 PM, Songqiong Yang 
songqiong.y...@autodesk.com wrote:

 Hi Ran,
 Which Softimage version are you using?

 Since 2013 SP1, there're two new C++ APIs introduced, to allow the
 creation of paramdef with a specified classification.

 1.  Factory::CreateParamDef
 CreateParamDef
 http://download.autodesk.com/global/docs/softimage2014/en_us/sdkguide/si_cpp/classXSI_1_1Factory.html#a3badfe123fc78a4353347e7c2de0d270
 (const CString
 http://download.autodesk.com/global/docs/softimage2014/en_us/sdkguide/si_cpp/classXSI_1_1CString.html
 in_scriptname, CValue::DataType
 http://download.autodesk.com/global/docs/softimage2014/en_us/sdkguide/si_cpp/classXSI_1_1CValue.html#ad8ed01ff3ff3d8e19db4d2818bb6
 in_type, siParamClassification
 http://download.autodesk.com/global/docs/softimage2014/en_us/sdkguide/si_cpp/namespaceXSI.html#a8f0a8fe3a0669ff112ec8be6075c9f92
 in_classification, INT in_capabilities, const CString
 http://download.autodesk.com/global/docs/softimage2014/en_us/sdkguide/si_cpp/classXSI_1_1CString.htmlin_name,
 const CString
 http://download.autodesk.com/global/docs/softimage2014/en_us/sdkguide/si_cpp/classXSI_1_1CString.html
 in_description, const CValue
 http://download.autodesk.com/global/docs/softimage2014/en_us/sdkguide/si_cpp/classXSI_1_1CValue.html
 in_default, const CValue
 http://download.autodesk.com/global/docs/softimage2014/en_us/sdkguide/si_cpp/classXSI_1_1CValue.html
 in_min, const CValue
 http://download.autodesk.com/global/docs/softimage2014/en_us/sdkguide/si_cpp/classXSI_1_1CValue.html
 in_max, const CValue
 http://download.autodesk.com/global/docs/softimage2014/en_us/sdkguide/si_cpp/classXSI_1_1CValue.html
 in_suggestedmin, constCValue
 http://download.autodesk.com/global/docs/softimage2014/en_us/sdkguide/si_cpp/classXSI_1_1CValue.html
 in_suggestedmax, CStatus
 http://download.autodesk.com/global/docs/softimage2014/en_us/sdkguide/si_cpp/classXSI_1_1CStatus.html
 *pst=0)


 2.   CustomProperty::AddParameter

 AddParameter
 http://download.autodesk.com/global/docs/softimage2014/en_us/sdkguide/si_cpp/classXSI_1_1CustomProperty.html#a3cd8cb29aea12aad508cfc2d623dc836
 (const CString
 http://download.autodesk.com/global/docs/softimage2014/en_us/sdkguide/si_cpp/classXSI_1_1CString.html
 in_scriptname, CValue::DataType
 http://download.autodesk.com/global/docs/softimage2014/en_us/sdkguide/si_cpp/classXSI_1_1CValue.html#ad8ed01ff3ff3d8e19db4d2818bb6
 in_type, siParamClassification
 http://download.autodesk.com/global/docs/softimage2014/en_us/sdkguide/si_cpp/namespaceXSI.html#a8f0a8fe3a0669ff112ec8be6075c9f92
 in_classification, INT in_capabilities, constCString
 http://download.autodesk.com/global/docs/softimage2014/en_us/sdkguide/si_cpp/classXSI_1_1CString.html
 in_name, const CString
 http://download.autodesk.com/global/docs/softimage2014/en_us/sdkguide/si_cpp/classXSI_1_1CString.html
 in_description, const CValue
 http://download.autodesk.com/global/docs/softimage2014/en_us/sdkguide/si_cpp/classXSI_1_1CValue.html
 in_default, const CValue
 http://download.autodesk.com/global/docs/softimage2014/en_us/sdkguide/si_cpp/classXSI_1_1CValue.html
 in_min, const CValue
 http://download.autodesk.com/global/docs/softimage2014/en_us/sdkguide/si_cpp/classXSI_1_1CValue.html
 in_max, const CValue
 http://download.autodesk.com/global/docs/softimage2014/en_us/sdkguide/si_cpp/classXSI_1_1CValue.htmlin_suggestedmin,
 const CValue
 http://download.autodesk.com/global/docs/softimage2014/en_us/sdkguide/si_cpp/classXSI_1_1CValue.html
 in_suggestedmax, Parameter
 http://download.autodesk.com/global/docs/softimage2014/en_us/sdkguide/si_cpp/classXSI_1_1Parameter.html
 io_parameter)

 Thanks,
 Joany
 From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of Ahmidou Lyazidi
 Sent: Wednesday, May 22, 2013 8:00 AM
 To: softimage@listproc.autodesk.com
 Subject: Re: custom operators and changing topology

 what is your debuger saying?

 ---
 Ahmidou Lyazidi
 Director | TD | CG artist
 http://vimeo.com/ahmidou/videos

 2013/5/22 Matt Lind ml...@carbinestudios.commailto:
 ml...@carbinestudios.com
 Scripting and C++ are not 1:1.  It might not be necessary to set parameter
 classification to 'siClassifTopo' in C++.

 I don't know the answer.

 Matt



 From: softimage-boun...@listproc.autodesk.commailto:
 softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.commailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of ran sariel
 Sent: Tuesday, May 21, 2013 3:21 PM
 To: softimage
 Subject: Re: custom operators and changing topology

 Thank you Matt

 the issue is not defining the data type, the problem I'm facing is trying
 to let softimage treat my customOperator as one that is changing topology.
 one of the advice I found online was defining the first parameters on that
 operator as siClassIfTopo, that 

Re: Setting and Manipulating Keys Very slow in Referenced Model

2013-05-22 Thread Jeremie Passerin
I totally agree with Raff. Versionned reference is the way to go. We don't
have it here either and it's already an issue on some projects.

I am not happy with animators creating local copy of the rigs, but I'm not
with them all day long to check how they work. I discovered they were doing
that, I told them it's wrong...
Cleaning controllers and keyable parameters is my solution too for now...


On 22 May 2013 04:09, Enrique Caballero enriquecaball...@gmail.com wrote:

 Hey Michal,
   Your definitely right.  Its something we should look into

 -E


 On Wed, May 22, 2013 at 7:05 PM, Michal Doniec doni...@gmail.com wrote:

 Eventually we might do versioned referencing but it would require some
 asset tracking tools that we just don't have.

 I'd start with some off the shelf version control software to do half of
 the work for you (perforce, maybe svn etc.), a rather simple database on
 top of this and some UI usually does the job for most cases where assets
 are not too complex and relatively lightweight, ie. mesh/rig character type
 assets. What I am saying is it doesn't really take much to get a system
 like this going and benefits can be potentially really big.
 Sorry for being bit off topic.


 On 22 May 2013 10:00, Enrique Caballero enriquecaball...@gmail.comwrote:

 We do live referencing here as we don't have much for versioning control
 at this small studio.  Its worked fine for us so far as our rigs are pretty
 simple and eventually development stops for them on a project.


 Eventually we might do versioned referencing but it would require some
 asset tracking tools that we just don't have. We also don't have enough
 coordinators to keep track of what shot gets what rig, or the development
 man power to update our pipeline.

 Tiny shop in Singapore, very difficult to find talented developers.

 Until then I've written a bunch of delta cleaning scripts that can solve
 90% of our issues, and what was most important for us, was that we are very
 careful about how we import referenced models so that
 no unnecessary information gets written to the delta.  So if a rig change
 does happen, the delta wont freak out and break the rig.

 Basically via scripting,  I create an empty referenced model, populate
 the paths for the rig resolutions, add an empty delta, set the proper
 settings, disabling the evil ones, and then finally setting the active
 resolution.  I have found this technique to be absolutely essential to
 making sure our deltas don't store any extra nonsense in them that would
 eventually clash with a rig change.

 Otherwise if the animator simply did a vanilla import referenced model
  this referenced model would have a delta on it thats fully enabled, and it
 would immediately store a bunch of useless crap under stored
 expressions/stored positions that would eventually cause the rig to explode
 when we did the next rig update.

 Aside from that, when something bad happens, I run one of 3 delta
 cleaners if necessary, but to be honest it hasnt happened much in a very
 long time.


 I am very open minded, but i also know the animators at this company
 very well. If I gave them a local model pipeline they would bring this
 studio to its knees and I would be out of a job very quickly




 On Wed, May 22, 2013 at 4:51 PM, Raffaele Fragapane 
 raffsxsil...@googlemail.com wrote:

 That's only an issue with live referencing, which is a pretty bad way
 to go about it.
 Versioned referencing will not hold any surprises as you control when a
 rig reaches what shots. It's a matter of asset management, not of
 referencing VS localized.
 If anything localizing takes a liberty away from you, it doesn't ADD
 security :)


 On Wed, May 22, 2013 at 6:36 PM, Sandy Sutherland 
 sandy.mailli...@gmail.com wrote:

 I did - and we locked everything that was not supposed to move/key.
  Worked fine and it is not so difficult to write the tools to do a model
 update.  Also one BIG plus to this method against referencing is that you
 avoid surprises when something changes in the rig that affects animation
 and it gets auto updated in a reference, THAT has happened to me before,
 largely due to the nature of the overlapping schedules we work with in SA.

 S.


 On 22/05/2013 04:48, Enrique Caballero wrote:

 Jeremie, I considered letting them animate in local mode but i
 decided that the risks outweighed the benefits.

 I am just 100% uncomfortable with trusting the animators with Local
 models. They will start deleting objects and changing heirarchy.

 So instead I stripped down the rig of unecessary stuff.  I took all
 the cloth controls away and seperated it into a different rig, and then
 aggressively cut down the amount of keyable params.

 Its at least manageable now.

 Are you really comfortable letting the animators animate local
 models?  I don't think I could ever let it happen





 --
 Our users will know fear and cower before our software! Ship it! Ship
 it and let them flee like the dogs they are!





 

Re: Setting and Manipulating Keys Very slow in Referenced Model

2013-05-22 Thread Tim Crowson
Just to make sure I understand the terminology... when you say 
'versionned' referencing, do you mean a workflow that uses controlled 
'resolutions'?


-Tim C.



On 5/22/2013 11:30 AM, Jeremie Passerin wrote:
I totally agree with Raff. Versionned reference is the way to go. We 
don't have it here either and it's already an issue on some projects.


I am not happy with animators creating local copy of the rigs, but I'm 
not with them all day long to check how they work. I discovered they 
were doing that, I told them it's wrong...

Cleaning controllers and keyable parameters is my solution too for now...


On 22 May 2013 04:09, Enrique Caballero enriquecaball...@gmail.com 
mailto:enriquecaball...@gmail.com wrote:


Hey Michal,
  Your definitely right.  Its something we should look into

-E


On Wed, May 22, 2013 at 7:05 PM, Michal Doniec doni...@gmail.com
mailto:doni...@gmail.com wrote:

Eventually we might do versioned referencing but it would
require some asset tracking tools that we just don't have.

I'd start with some off the shelf version control software to
do half of the work for you (perforce, maybe svn etc.), a
rather simple database on top of this and some UI usually does
the job for most cases where assets are not too complex and
relatively lightweight, ie. mesh/rig character type assets.
What I am saying is it doesn't really take much to get a
system like this going and benefits can be potentially really
big.
Sorry for being bit off topic.


On 22 May 2013 10:00, Enrique Caballero
enriquecaball...@gmail.com
mailto:enriquecaball...@gmail.com wrote:

We do live referencing here as we don't have much for
versioning control at this small studio.  Its worked fine
for us so far as our rigs are pretty simple and eventually
development stops for them on a project.


Eventually we might do versioned referencing but it would
require some asset tracking tools that we just don't have.
We also don't have enough coordinators to keep track of
what shot gets what rig, or the development man power to
update our pipeline.

Tiny shop in Singapore, very difficult to find talented
developers.

Until then I've written a bunch of delta cleaning scripts
that can solve 90% of our issues, and what was most
important for us, was that we are very careful about how
we import referenced models so that
no unnecessary information gets written to the delta.  So
if a rig change does happen, the delta wont freak out and
break the rig.

Basically via scripting,  I create an empty referenced
model, populate the paths for the rig resolutions, add an
empty delta, set the proper settings, disabling the evil
ones, and then finally setting the active resolution.  I
have found this technique to be absolutely essential to
making sure our deltas don't store any extra nonsense in
them that would eventually clash with a rig change.

Otherwise if the animator simply did a vanilla import
referenced model  this referenced model would have a
delta on it thats fully enabled, and it would immediately
store a bunch of useless crap under stored
expressions/stored positions that would eventually cause
the rig to explode when we did the next rig update.

Aside from that, when something bad happens, I run one of
3 delta cleaners if necessary, but to be honest it hasnt
happened much in a very long time.


I am very open minded, but i also know the animators at
this company very well. If I gave them a local model
pipeline they would bring this studio to its knees and I
would be out of a job very quickly




On Wed, May 22, 2013 at 4:51 PM, Raffaele Fragapane
raffsxsil...@googlemail.com
mailto:raffsxsil...@googlemail.com wrote:

That's only an issue with live referencing, which is a
pretty bad way to go about it.
Versioned referencing will not hold any surprises as
you control when a rig reaches what shots. It's a
matter of asset management, not of referencing VS
localized.
If anything localizing takes a liberty away from you,
it doesn't ADD security :)


On Wed, May 22, 2013 at 6:36 PM, Sandy Sutherland
sandy.mailli...@gmail.com
mailto:sandy.mailli...@gmail.com wrote:

I did - and we locked everything that was not
supposed to 

Re: Setting and Manipulating Keys Very slow in Referenced Model

2013-05-22 Thread Sandy Sutherland
Tim - it would be a system that controls VERSIONS of rig models for 
e.g., they would be tested, then passed on to become the 'current' 
version, which would then update the references.  Basically to avoid say 
a rigger just writing out the model that is used by a bunch of 
animators, possibly adding some 'feature' or changing a hierarchy or 
whatever that then breaks the animation in the scene on the reference model.


S.

On 22/05/2013 17:40, Tim Crowson wrote:
Just to make sure I understand the terminology... when you say 
'versionned' referencing, do you mean a workflow that uses controlled 
'resolutions'?


-Tim C.






Re: Setting and Manipulating Keys Very slow in Referenced Model

2013-05-22 Thread Eric Thivierge
Thus you make it so they have no choice but to use the approved method 
by only allowing motion to be checked in from ref models or only 
allowing importing of the models via a scene assembler UI. :D


 
Eric Thivierge

===
Character TD / RnD
Hybride Technologies
 


On 22/05/2013 12:30 PM, Jeremie Passerin wrote:
I totally agree with Raff. Versionned reference is the way to go. We 
don't have it here either and it's already an issue on some projects.


I am not happy with animators creating local copy of the rigs, but I'm 
not with them all day long to check how they work. I discovered they 
were doing that, I told them it's wrong...

Cleaning controllers and keyable parameters is my solution too for now...





Re: Setting and Manipulating Keys Very slow in Referenced Model

2013-05-22 Thread Tim Crowson
Gotcha. Just making sure the vocab was clear. Yeah that's just asset 
management then... I have to say we don't have a good system in place 
for asset versioning either (also a small shop with real constraints), 
but it's something we're aware that we need.


-Tim


On 5/22/2013 11:55 AM, Sandy Sutherland wrote:
Tim - it would be a system that controls VERSIONS of rig models for 
e.g., they would be tested, then passed on to become the 'current' 
version, which would then update the references.  Basically to avoid 
say a rigger just writing out the model that is used by a bunch of 
animators, possibly adding some 'feature' or changing a hierarchy or 
whatever that then breaks the animation in the scene on the reference 
model.


S.

On 22/05/2013 17:40, Tim Crowson wrote:
Just to make sure I understand the terminology... when you say 
'versionned' referencing, do you mean a workflow that uses controlled 
'resolutions'?


-Tim C.






--
Signature

*Tim Crowson
*/Lead CG Artist/

*Magnetic Dreams, Inc.
*2525 Lebanon Pike, Building C. Nashville, TN 37214
*Ph*  615.885.6801 | *Fax*  615.889.4768 | www.magneticdreams.com
tim.crow...@magneticdreams.com

/Confidentiality Notice: This email, including attachments, is 
confidential and should not be used by anyone who is not the original 
intended recipient(s). If you have received this e-mail in error please 
inform the sender and delete it from your mailbox or any other storage 
mechanism. Magnetic Dreams, Inc cannot accept liability for any 
statements made which are clearly the sender's own and not expressly 
made on behalf of Magnetic Dreams, Inc or one of its agents./




RE: custom operators and changing topology

2013-05-22 Thread Matt Lind
I'm on 2013 SP1, but those new methods are not shown in the SDK manuals.  I 
think they were added in 2014.

Matt


From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Songqiong Yang
Sent: Tuesday, May 21, 2013 10:12 PM
To: softimage@listproc.autodesk.com
Subject: RE: custom operators and changing topology

Hi Ran,
Which Softimage version are you using?

Since 2013 SP1, there're two new C++ APIs introduced, to allow the creation of 
paramdef with a specified classification.

1.  Factory::CreateParamDef
CreateParamDefhttp://download.autodesk.com/global/docs/softimage2014/en_us/sdkguide/si_cpp/classXSI_1_1Factory.html#a3badfe123fc78a4353347e7c2de0d270
 (const 
CStringhttp://download.autodesk.com/global/docs/softimage2014/en_us/sdkguide/si_cpp/classXSI_1_1CString.html
 in_scriptname, 
CValue::DataTypehttp://download.autodesk.com/global/docs/softimage2014/en_us/sdkguide/si_cpp/classXSI_1_1CValue.html#ad8ed01ff3ff3d8e19db4d2818bb6
 in_type, 
siParamClassificationhttp://download.autodesk.com/global/docs/softimage2014/en_us/sdkguide/si_cpp/namespaceXSI.html#a8f0a8fe3a0669ff112ec8be6075c9f92
 in_classification, INT in_capabilities, const 
CStringhttp://download.autodesk.com/global/docs/softimage2014/en_us/sdkguide/si_cpp/classXSI_1_1CString.htmlin_name,
 const 
CStringhttp://download.autodesk.com/global/docs/softimage2014/en_us/sdkguide/si_cpp/classXSI_1_1CString.html
 in_description, const 
CValuehttp://download.autodesk.com/global/docs/softimage2014/en_us/sdkguide/si_cpp/classXSI_1_1CValue.html
 in_default, const 
CValuehttp://download.autodesk.com/global/docs/softimage2014/en_us/sdkguide/si_cpp/classXSI_1_1CValue.html
 in_min, const 
CValuehttp://download.autodesk.com/global/docs/softimage2014/en_us/sdkguide/si_cpp/classXSI_1_1CValue.html
 in_max, const 
CValuehttp://download.autodesk.com/global/docs/softimage2014/en_us/sdkguide/si_cpp/classXSI_1_1CValue.html
 in_suggestedmin, 
constCValuehttp://download.autodesk.com/global/docs/softimage2014/en_us/sdkguide/si_cpp/classXSI_1_1CValue.html
 in_suggestedmax, 
CStatushttp://download.autodesk.com/global/docs/softimage2014/en_us/sdkguide/si_cpp/classXSI_1_1CStatus.html
 *pst=0)


2.   CustomProperty::AddParameter

AddParameterhttp://download.autodesk.com/global/docs/softimage2014/en_us/sdkguide/si_cpp/classXSI_1_1CustomProperty.html#a3cd8cb29aea12aad508cfc2d623dc836
 (const 
CStringhttp://download.autodesk.com/global/docs/softimage2014/en_us/sdkguide/si_cpp/classXSI_1_1CString.html
 in_scriptname, 
CValue::DataTypehttp://download.autodesk.com/global/docs/softimage2014/en_us/sdkguide/si_cpp/classXSI_1_1CValue.html#ad8ed01ff3ff3d8e19db4d2818bb6
 in_type, 
siParamClassificationhttp://download.autodesk.com/global/docs/softimage2014/en_us/sdkguide/si_cpp/namespaceXSI.html#a8f0a8fe3a0669ff112ec8be6075c9f92
 in_classification, INT in_capabilities, 
constCStringhttp://download.autodesk.com/global/docs/softimage2014/en_us/sdkguide/si_cpp/classXSI_1_1CString.html
 in_name, const 
CStringhttp://download.autodesk.com/global/docs/softimage2014/en_us/sdkguide/si_cpp/classXSI_1_1CString.html
 in_description, const 
CValuehttp://download.autodesk.com/global/docs/softimage2014/en_us/sdkguide/si_cpp/classXSI_1_1CValue.html
 in_default, const 
CValuehttp://download.autodesk.com/global/docs/softimage2014/en_us/sdkguide/si_cpp/classXSI_1_1CValue.html
 in_min, const 
CValuehttp://download.autodesk.com/global/docs/softimage2014/en_us/sdkguide/si_cpp/classXSI_1_1CValue.html
 in_max, const 
CValuehttp://download.autodesk.com/global/docs/softimage2014/en_us/sdkguide/si_cpp/classXSI_1_1CValue.htmlin_suggestedmin,
 const 
CValuehttp://download.autodesk.com/global/docs/softimage2014/en_us/sdkguide/si_cpp/classXSI_1_1CValue.html
 in_suggestedmax, 
Parameterhttp://download.autodesk.com/global/docs/softimage2014/en_us/sdkguide/si_cpp/classXSI_1_1Parameter.html
 io_parameter)

Thanks,
Joany
From: 
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ahmidou Lyazidi
Sent: Wednesday, May 22, 2013 8:00 AM
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: Re: custom operators and changing topology

what is your debuger saying?

---
Ahmidou Lyazidi
Director | TD | CG artist
http://vimeo.com/ahmidou/videos

2013/5/22 Matt Lind ml...@carbinestudios.commailto:ml...@carbinestudios.com
Scripting and C++ are not 1:1.  It might not be necessary to set parameter 
classification to 'siClassifTopo' in C++.

I don't know the answer.

Matt



From: 
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
 
[mailto:softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com]
 On Behalf Of ran sariel
Sent: Tuesday, May 21, 2013 3:21 PM
To: softimage
Subject: Re: custom operators and changing topology

Thank you Matt

the 

Re: Mill 98% Human

2013-05-22 Thread César Sáez
Awesome work guys! Thanks for sharing :)


RePosition a Texture without moving the UV island

2013-05-22 Thread Christopher
How can I reposition a texture map without moving the UV island to
position it. Looking for a node and I know it has to exist :)

::Christopher


Colliding Expression?

2013-05-22 Thread Christopher
Can you prevent a linked expression from colliding with another object ?
I have a linked expression on a object but it collides with the other
object, when it goes to far, the object with the expression is the slave
(child of a parent), can a condition statement accomplish this and if so
how would it be written ?

Current Expression;
l_fcv( this.kine.local.posz )




Re: RePosition a Texture without moving the UV island

2013-05-22 Thread Orlando Esponda
You don't need any extra node: Image  Advanced Tab  UV Remap


On Wed, May 22, 2013 at 2:23 PM, Christopher 
christop...@thecreativesheep.ca wrote:

 How can I reposition a texture map without moving the UV island to
 position it. Looking for a node and I know it has to exist :)

 ::Christopher


-- 
--
IMPRESSUM:
PiXABLE STUDIOS GmbH  Co.KG, Sitz: Dresden, Amtsgericht: Dresden, HRA 6857,
Komplementärin: Lenhard  Barth Verwaltungsgesellschaft mbH, Sitz: Dresden,
Amtsgericht: Dresden, HRB 26501, Geschäftsführer: Frank Lenhard, Tino Barth

IMPRINT:
PiXABLE STUDIOS GmbH  Co.KG, Domicile: Dresden, Court of Registery: 
Dresden,
Company Registration Number: HRA 6857, General Partner: Lenhard  Barth
Verwaltungsgesellschaft mbH, Domicile: Dresden, Court of Registery: 
Dresden, Company
Registration Number: HRB 26501, Chief Executive Officers: Frank Lenhard, 
Tino Barth


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RE: Setting and Manipulating Keys Very slow in Referenced Model

2013-05-22 Thread Manny Papamanos
Hi Enrique.

I repro the issue in 2013SP1 QFE1 x64 with your test scene sent to support.
The keying issue is nonexistent in 2014 x64 with your test scene but the 
f-curve editing issue is still there.
Also, I tested my own gear character and things are fine with gear and ref 
models.

I recreated a character keyset on your scene where I included all rotation and 
all translation on all controllers.
Making it heavier than usual and things still seem to go a lot more smoothly 
when keying or editing.

You may have omitted a very critical step in your pipeline:

As you may know, 'Key all keyable' is the worst option to use because it will 
key all the parameters sr+t unless you edit them in bunches in the keyable 
parameters editor under (KP/L).
At the end,  inside the keying panel (KP/L), if we take the finger bones as an 
example, only rotation should be present if you use this option'Key all 
keyable'.

I personally use 'character key set' method for blocking then go with marked 
params...
Key sets are good because you can interactively see what you are keying in one 
list  by selecting the (two keys icon on bottom right)inspect plus when you 
open the fcurve editor it reflects all keys in the char key set.

If you have omitted this, then you're looking at 3x more data that has to be 
processed.
Without this due diligence, the entire scene bogs down because you're dealing 
with too much data and this probably gets compounded with reference models.
The real time playback will also suffer.

Tips:
Only include controllers in the keying list.
There are a big pile of nulls that are being keyed unnecessarily in your scene.
Also, the little man icon objects, don't include that either.

Most likely someone may be using key all keyable and this may be bogging 
things down.

To be on the safe side:
I would go to the model level and lock what you don't want the animators to 
animate like all the scaling on all controllers and things like translation on 
controllers meant to be rotated such as finger bones.

Subsequent scenes will profit from this, I don't know about current ones though.

What does everyone else do to keep things from being keyed in ref model 
situations in a production environment?


Manny Papamanos
SI and Mobu support

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Tim Crowson
Sent: Wednesday, May 22, 2013 1:07 PM
To: softimage@listproc.autodesk.com
Subject: Re: Setting and Manipulating Keys Very slow in Referenced Model

Gotcha. Just making sure the vocab was clear. Yeah that's just asset management 
then... I have to say we don't have a good system in place for asset versioning 
either (also a small shop with real constraints), but it's something we're 
aware that we need.

-Tim

On 5/22/2013 11:55 AM, Sandy Sutherland wrote:
Tim - it would be a system that controls VERSIONS of rig models for e.g., they 
would be tested, then passed on to become the 'current' version, which would 
then update the references.  Basically to avoid say a rigger just writing out 
the model that is used by a bunch of animators, possibly adding some 'feature' 
or changing a hierarchy or whatever that then breaks the animation in the scene 
on the reference model.

S.

On 22/05/2013 17:40, Tim Crowson wrote:
Just to make sure I understand the terminology... when you say 'versionned' 
referencing, do you mean a workflow that uses controlled 'resolutions'?

-Tim C.



--



Tim Crowson
Lead CG Artist

Magnetic Dreams, Inc.
2525 Lebanon Pike, Building C. Nashville, TN 37214
Ph  615.885.6801 | Fax  615.889.4768 | 
www.magneticdreams.comhttp://www.magneticdreams.com
tim.crow...@magneticdreams.commailto:tim.crow...@magneticdreams.com

Confidentiality Notice: This email, including attachments, is confidential and 
should not be used by anyone who is not the original intended recipient(s). If 
you have received this e-mail in error please inform the sender and delete it 
from your mailbox or any other storage mechanism. Magnetic Dreams, Inc cannot 
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not expressly made on behalf of Magnetic Dreams, Inc or one of its agents.


attachment: winmail.dat

Re: RePosition a Texture without moving the UV island

2013-05-22 Thread Christopher
The UV remap expands or shrink a texture image, I want to essentially
add another level to adjust the UV coordinates, not modify the existing
texture map which is what UV Remap does.  I know this is not what I want
because I gave it a test run before asking the question and once again
for clarity when you told me to use UV Remap.

If I move my UV map, I jeopardize my other Texture Map, or Vise Versa
causing I never ending loop of the same problem. If I can add a second
layer, leaving the UV island exactly where it is in the TE and
manipulate a specific texture map in the position I want, then I'd have
the control I want, otherwise the UV Remap is repositioning the Image
Map, without actually moving the UV island.

::Christopher

Orlando Esponda wrote:
 You don't need any extra node: Image  Advanced Tab  UV Remap


 On Wed, May 22, 2013 at 2:23 PM, Christopher
 christop...@thecreativesheep.ca
 mailto:christop...@thecreativesheep.ca wrote:

 How can I reposition a texture map without moving the UV island to
 position it. Looking for a node and I know it has to exist :)

 ::Christopher



 --
 IMPRESSUM:
 PiXABLE STUDIOS GmbH  Co.KG, Sitz: Dresden, Amtsgericht: Dresden, HRA
 6857,
 Komplementärin: Lenhard  Barth Verwaltungsgesellschaft mbH, Sitz:
 Dresden,
 Amtsgericht: Dresden, HRB 26501, Geschäftsführer: Frank Lenhard, Tino
 Barth

 IMPRINT:
 PiXABLE STUDIOS GmbH  Co.KG, Domicile: Dresden, Court of Registery:
 Dresden,
 Company Registration Number: HRA 6857, General Partner: Lenhard  Barth
 Verwaltungsgesellschaft mbH, Domicile: Dresden, Court of Registery:
 Dresden, Company
 Registration Number: HRB 26501, Chief Executive Officers: Frank
 Lenhard, Tino Barth


 --
 Diese E-Mail enthält vertrauliche und/oder rechtlich geschützte
 Informationen. Wenn Sie nicht
 der richtige Adressat sind oder diese E-Mail irrtümlich erhalten
 haben, informieren Sie bitte
 sofort den Absender und vernichten Sie diese Mail. Das unerlaubte
 Kopieren sowie die
 unbefugte Weitergabe dieser Mail ist nicht gestattet.

 This e-mail may contain confidential and/or privileged information. If
 you are not the intended
 recipient (or have received this e-mail in error) please notify the
 sender immediately and destroy
 this e-mail. Any unauthorized copying, disclosure or distribution of
 the material in this e-mail is
 strictly forbidden.


RE: Setting and Manipulating Keys Very slow in Referenced Model

2013-05-22 Thread Matt Lind
What does everyone else do to keep things from being keyed in ref model 
situations in a production environment?

We used to use parameter locking until we discovered that it doesn't always 
work for parameters in referenced models.  A number of built-in Softimage tools 
don't function properly with locked parameters either causing tools to abort 
prematurely (due to lack of error handling) leaving our work in a funky state.

We don't use character key sets because that would force us to create a 
character key set for every asset in the game the animators touch.  If the 
rigger forgets to insert a parameter into the keyset, then the animator can't 
work until the rigger can update the key set.  Since other artists touch the 
rigs for different reasons, such as FX artists inserting their effects into the 
rig hierarchy, that's a lot of maintenance.  Our custom simulation tools have 
over 400 parameters per emitter, and sometimes an individual rig can contain up 
to 15 emitters (rare, but it happens).  That's too much to maintain without 
being bitten by human error.

Currently we remove the Keyable and KeyableNonVisible parameter flags for 
parameters that shouldn't be keyed.  This too is a bit high maintenance, but 
it's more acceptable if something goes wrong.  For example, in the case of a 
character keyset, only parameters in the keyset can be keyed.  If the rigger 
forgets to add a parameter to the set, the parameter cannot be keyed.  If using 
'keyable' flag on parameters, most parameters default to keyable being active.  
Therefore, if the rigger forgets to remove the keyable flag the parameter is 
still keyable allowing animators to work.  It's just a matter of when they key 
something that wasn't intended to be keyed that we can go in and quickly 
isolate the problem and fix it.

In both cases there is human error involved leading to undesired results, but 
using keyable parameter flags results in less time spent on troubleshooting 
when things go wrong.


Matt




From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Manny Papamanos
Sent: Wednesday, May 22, 2013 2:25 PM
To: softimage@listproc.autodesk.com
Subject: RE: Setting and Manipulating Keys Very slow in Referenced Model

Hi Enrique.

I repro the issue in 2013SP1 QFE1 x64 with your test scene sent to support.
The keying issue is nonexistent in 2014 x64 with your test scene but the 
f-curve editing issue is still there.
Also, I tested my own gear character and things are fine with gear and ref 
models.

I recreated a character keyset on your scene where I included all rotation and 
all translation on all controllers.
Making it heavier than usual and things still seem to go a lot more smoothly 
when keying or editing.

You may have omitted a very critical step in your pipeline:

As you may know, 'Key all keyable' is the worst option to use because it will 
key all the parameters sr+t unless you edit them in bunches in the keyable 
parameters editor under (KP/L).
At the end,  inside the keying panel (KP/L), if we take the finger bones as an 
example, only rotation should be present if you use this option'Key all 
keyable'.

I personally use 'character key set' method for blocking then go with marked 
params...
Key sets are good because you can interactively see what you are keying in one 
list  by selecting the (two keys icon on bottom right)inspect plus when you 
open the fcurve editor it reflects all keys in the char key set.

If you have omitted this, then you're looking at 3x more data that has to be 
processed.
Without this due diligence, the entire scene bogs down because you're dealing 
with too much data and this probably gets compounded with reference models.
The real time playback will also suffer.

Tips:
Only include controllers in the keying list.
There are a big pile of nulls that are being keyed unnecessarily in your scene.
Also, the little man icon objects, don't include that either.

Most likely someone may be using key all keyable and this may be bogging 
things down.

To be on the safe side:
I would go to the model level and lock what you don't want the animators to 
animate like all the scaling on all controllers and things like translation on 
controllers meant to be rotated such as finger bones.

Subsequent scenes will profit from this, I don't know about current ones though.

What does everyone else do to keep things from being keyed in ref model 
situations in a production environment?


Manny Papamanos
SI and Mobu support

From: 
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Tim Crowson
Sent: Wednesday, May 22, 2013 1:07 PM
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: Re: Setting and Manipulating Keys Very slow in Referenced Model

Gotcha. Just making sure the vocab was clear. Yeah that's just asset management 
then... I have 

Re: Colliding Expression?

2013-05-22 Thread Christopher
I gave a condition expression a whirl, expressions is good for constant
motion, not sure if I can feed in a static object kinematics to a
expression condition, maybe can't be done, unless I do this in ICE.

::Christopher

Christopher wrote:
 Can you prevent a linked expression from colliding with another object
 ? I have a linked expression on a object but it collides with the
 other object, when it goes to far, the object with the expression is
 the slave (child of a parent), can a condition statement accomplish
 this and if so how would it be written ?

 Current Expression;
 l_fcv( this.kine.local.posz )




Re: Setting and Manipulating Keys Very slow in Referenced Model

2013-05-22 Thread Eric Thivierge
Could you elaborate with some examples of tools that fail? I haven't 
experienced this myself so I'm wondering which ones they are and which 
ones to look out for.


 
Eric Thivierge

===
Character TD / RnD
Hybride Technologies
 


On 22/05/2013 5:43 PM, Matt Lind wrote:
We used to use parameter locking until we discovered that it doesn't 
always work for parameters in referenced models.  A number of built-in 
Softimage tools don't function properly with locked parameters either 
causing tools to abort prematurely (due to lack of error handling) 
leaving our work in a funky state.




RE: Setting and Manipulating Keys Very slow in Referenced Model

2013-05-22 Thread Matt Lind
I'll have to wait for somebody to experience it again before I can specify in 
great detail.  Usually in the area of enveloping and cluster tools.  I 
complained a bit about in the past, so maybe some things got fixed.  It was a 
big problem in 7.5.


Matt





From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eric Thivierge
Sent: Wednesday, May 22, 2013 2:50 PM
To: softimage@listproc.autodesk.com
Subject: Re: Setting and Manipulating Keys Very slow in Referenced Model

Could you elaborate with some examples of tools that fail? I haven't 
experienced this myself so I'm wondering which ones they are and which ones to 
look out for.




Eric Thivierge

===

Character TD / RnD

Hybride Technologies


On 22/05/2013 5:43 PM, Matt Lind wrote:
We used to use parameter locking until we discovered that it doesn't always 
work for parameters in referenced models.  A number of built-in Softimage tools 
don't function properly with locked parameters either causing tools to abort 
prematurely (due to lack of error handling) leaving our work in a funky state.



Re: Setting and Manipulating Keys Very slow in Referenced Model

2013-05-22 Thread Alan Fregtman
I know one case:


If you put an expression on the View Visibility, and use H to hide the
object, Render Visibility rightfully toggles off, but if you tap again, it
won't come back on.

Remove the expression from ViewVis and it'll hide and unhide correctly
again.




On Wed, May 22, 2013 at 5:49 PM, Eric Thivierge ethivie...@hybride.comwrote:

  Could you elaborate with some examples of tools that fail? I haven't
 experienced this myself so I'm wondering which ones they are and which ones
 to look out for.


 Eric Thivierge
 ===
 Character TD / RnD
 Hybride Technologies


 On 22/05/2013 5:43 PM, Matt Lind wrote:

 We used to use parameter locking until we discovered that it doesn’t
 always work for parameters in referenced models.  A number of built-in
 Softimage tools don’t function properly with locked parameters either
 causing tools to abort prematurely (due to lack of error handling) leaving
 our work in a funky state.





Re: Setting and Manipulating Keys Very slow in Referenced Model

2013-05-22 Thread Alan Fregtman
Forgot to say, it's the same deal if you lock the param value. (Rightclick
on the green square, Locks, Param Value)




On Wed, May 22, 2013 at 6:23 PM, Alan Fregtman alan.fregt...@gmail.comwrote:

 I know one case:


 If you put an expression on the View Visibility, and use H to hide the
 object, Render Visibility rightfully toggles off, but if you tap again, it
 won't come back on.

 Remove the expression from ViewVis and it'll hide and unhide correctly
 again.




 On Wed, May 22, 2013 at 5:49 PM, Eric Thivierge ethivie...@hybride.comwrote:

  Could you elaborate with some examples of tools that fail? I haven't
 experienced this myself so I'm wondering which ones they are and which ones
 to look out for.


 Eric Thivierge
 ===
 Character TD / RnD
 Hybride Technologies


 On 22/05/2013 5:43 PM, Matt Lind wrote:

 We used to use parameter locking until we discovered that it doesn’t
 always work for parameters in referenced models.  A number of built-in
 Softimage tools don’t function properly with locked parameters either
 causing tools to abort prematurely (due to lack of error handling) leaving
 our work in a funky state.






RE: custom operators and changing topology

2013-05-22 Thread Songqiong Yang
Hi Matt,

We didn't update docs for service pack release.

You can see their introduced version is v11.1(2013) in 2014 sdk manual.

11.1 means 2013 SP1.

Thanks,
Joany



 Original message 
From: Matt Lind ml...@carbinestudios.com
Date:
To: softimage@listproc.autodesk.com
Subject: RE: custom operators and changing topology


I’m on 2013 SP1, but those new methods are not shown in the SDK manuals.  I 
think they were added in 2014.

Matt


From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Songqiong Yang
Sent: Tuesday, May 21, 2013 10:12 PM
To: softimage@listproc.autodesk.com
Subject: RE: custom operators and changing topology

Hi Ran,
Which Softimage version are you using?

Since 2013 SP1, there’re two new C++ APIs introduced, to allow the creation of 
paramdef with a specified classification.

1.  Factory::CreateParamDef
CreateParamDefhttp://download.autodesk.com/global/docs/softimage2014/en_us/sdkguide/si_cpp/classXSI_1_1Factory.html#a3badfe123fc78a4353347e7c2de0d270
 (const 
CStringhttp://download.autodesk.com/global/docs/softimage2014/en_us/sdkguide/si_cpp/classXSI_1_1CString.html
 in_scriptname, 
CValue::DataTypehttp://download.autodesk.com/global/docs/softimage2014/en_us/sdkguide/si_cpp/classXSI_1_1CValue.html#ad8ed01ff3ff3d8e19db4d2818bb6
 in_type, 
siParamClassificationhttp://download.autodesk.com/global/docs/softimage2014/en_us/sdkguide/si_cpp/namespaceXSI.html#a8f0a8fe3a0669ff112ec8be6075c9f92
 in_classification, INT in_capabilities, const 
CStringhttp://download.autodesk.com/global/docs/softimage2014/en_us/sdkguide/si_cpp/classXSI_1_1CString.htmlin_name,
 const 
CStringhttp://download.autodesk.com/global/docs/softimage2014/en_us/sdkguide/si_cpp/classXSI_1_1CString.html
 in_description, const 
CValuehttp://download.autodesk.com/global/docs/softimage2014/en_us/sdkguide/si_cpp/classXSI_1_1CValue.html
 in_default, const 
CValuehttp://download.autodesk.com/global/docs/softimage2014/en_us/sdkguide/si_cpp/classXSI_1_1CValue.html
 in_min, const 
CValuehttp://download.autodesk.com/global/docs/softimage2014/en_us/sdkguide/si_cpp/classXSI_1_1CValue.html
 in_max, const 
CValuehttp://download.autodesk.com/global/docs/softimage2014/en_us/sdkguide/si_cpp/classXSI_1_1CValue.html
 in_suggestedmin, 
constCValuehttp://download.autodesk.com/global/docs/softimage2014/en_us/sdkguide/si_cpp/classXSI_1_1CValue.html
 in_suggestedmax, 
CStatushttp://download.autodesk.com/global/docs/softimage2014/en_us/sdkguide/si_cpp/classXSI_1_1CStatus.html
 *pst=0)


2.   CustomProperty::AddParameter

AddParameterhttp://download.autodesk.com/global/docs/softimage2014/en_us/sdkguide/si_cpp/classXSI_1_1CustomProperty.html#a3cd8cb29aea12aad508cfc2d623dc836
 (const 
CStringhttp://download.autodesk.com/global/docs/softimage2014/en_us/sdkguide/si_cpp/classXSI_1_1CString.html
 in_scriptname, 
CValue::DataTypehttp://download.autodesk.com/global/docs/softimage2014/en_us/sdkguide/si_cpp/classXSI_1_1CValue.html#ad8ed01ff3ff3d8e19db4d2818bb6
 in_type, 
siParamClassificationhttp://download.autodesk.com/global/docs/softimage2014/en_us/sdkguide/si_cpp/namespaceXSI.html#a8f0a8fe3a0669ff112ec8be6075c9f92
 in_classification, INT in_capabilities, 
constCStringhttp://download.autodesk.com/global/docs/softimage2014/en_us/sdkguide/si_cpp/classXSI_1_1CString.html
 in_name, const 
CStringhttp://download.autodesk.com/global/docs/softimage2014/en_us/sdkguide/si_cpp/classXSI_1_1CString.html
 in_description, const 
CValuehttp://download.autodesk.com/global/docs/softimage2014/en_us/sdkguide/si_cpp/classXSI_1_1CValue.html
 in_default, const 
CValuehttp://download.autodesk.com/global/docs/softimage2014/en_us/sdkguide/si_cpp/classXSI_1_1CValue.html
 in_min, const 
CValuehttp://download.autodesk.com/global/docs/softimage2014/en_us/sdkguide/si_cpp/classXSI_1_1CValue.html
 in_max, const 
CValuehttp://download.autodesk.com/global/docs/softimage2014/en_us/sdkguide/si_cpp/classXSI_1_1CValue.htmlin_suggestedmin,
 const 
CValuehttp://download.autodesk.com/global/docs/softimage2014/en_us/sdkguide/si_cpp/classXSI_1_1CValue.html
 in_suggestedmax, 
Parameterhttp://download.autodesk.com/global/docs/softimage2014/en_us/sdkguide/si_cpp/classXSI_1_1Parameter.html
 io_parameter)

Thanks,
Joany
From: 
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ahmidou Lyazidi
Sent: Wednesday, May 22, 2013 8:00 AM
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: Re: custom operators and changing topology

what is your debuger saying?

---
Ahmidou Lyazidi
Director | TD | CG artist
http://vimeo.com/ahmidou/videos

2013/5/22 Matt Lind ml...@carbinestudios.commailto:ml...@carbinestudios.com
Scripting and C++ are not 1:1.  It might not be necessary to set parameter 
classification to ‘siClassifTopo’ in C++.

I don’t know the answer.


RE: custom operators and changing topology

2013-05-22 Thread Matt Lind
For the record, SDK updates like this are pretty important.  I would like to 
request the docs be updated with reach release whether it be a main release, 
service pack, or subscription advantage pack.

In this particular scenario, if I had to write the custom topology operator, I 
would be following the 2013 SP1 documentation only to encounter errors from 
improper use (because SDK doesn’t match the manuals), or would pull out hair 
wondering why my operator is behaving in a flakey manner.

It’s important the documentation be matched with the software we’re using.

Thank you.

Matt



From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Songqiong Yang
Sent: Wednesday, May 22, 2013 5:21 PM
To: softimage@listproc.autodesk.com
Subject: RE: custom operators and changing topology

Hi Matt,

We didn't update docs for service pack release.

You can see their introduced version is v11.1(2013) in 2014 sdk manual.

11.1 means 2013 SP1.

Thanks,
Joany



 Original message 
From: Matt Lind ml...@carbinestudios.commailto:ml...@carbinestudios.com
Date:
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: RE: custom operators and changing topology

I’m on 2013 SP1, but those new methods are not shown in the SDK manuals.  I 
think they were added in 2014.

Matt


From: 
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Songqiong Yang
Sent: Tuesday, May 21, 2013 10:12 PM
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: RE: custom operators and changing topology

Hi Ran,
Which Softimage version are you using?

Since 2013 SP1, there’re two new C++ APIs introduced, to allow the creation of 
paramdef with a specified classification.

1.  Factory::CreateParamDef
CreateParamDefhttp://download.autodesk.com/global/docs/softimage2014/en_us/sdkguide/si_cpp/classXSI_1_1Factory.html#a3badfe123fc78a4353347e7c2de0d270
 (const 
CStringhttp://download.autodesk.com/global/docs/softimage2014/en_us/sdkguide/si_cpp/classXSI_1_1CString.html
 in_scriptname, 
CValue::DataTypehttp://download.autodesk.com/global/docs/softimage2014/en_us/sdkguide/si_cpp/classXSI_1_1CValue.html#ad8ed01ff3ff3d8e19db4d2818bb6
 in_type, 
siParamClassificationhttp://download.autodesk.com/global/docs/softimage2014/en_us/sdkguide/si_cpp/namespaceXSI.html#a8f0a8fe3a0669ff112ec8be6075c9f92
 in_classification, INT in_capabilities, const 
CStringhttp://download.autodesk.com/global/docs/softimage2014/en_us/sdkguide/si_cpp/classXSI_1_1CString.htmlin_name,
 const 
CStringhttp://download.autodesk.com/global/docs/softimage2014/en_us/sdkguide/si_cpp/classXSI_1_1CString.html
 in_description, const 
CValuehttp://download.autodesk.com/global/docs/softimage2014/en_us/sdkguide/si_cpp/classXSI_1_1CValue.html
 in_default, const 
CValuehttp://download.autodesk.com/global/docs/softimage2014/en_us/sdkguide/si_cpp/classXSI_1_1CValue.html
 in_min, const 
CValuehttp://download.autodesk.com/global/docs/softimage2014/en_us/sdkguide/si_cpp/classXSI_1_1CValue.html
 in_max, const 
CValuehttp://download.autodesk.com/global/docs/softimage2014/en_us/sdkguide/si_cpp/classXSI_1_1CValue.html
 in_suggestedmin, 
constCValuehttp://download.autodesk.com/global/docs/softimage2014/en_us/sdkguide/si_cpp/classXSI_1_1CValue.html
 in_suggestedmax, 
CStatushttp://download.autodesk.com/global/docs/softimage2014/en_us/sdkguide/si_cpp/classXSI_1_1CStatus.html
 *pst=0)


2.   CustomProperty::AddParameter

AddParameterhttp://download.autodesk.com/global/docs/softimage2014/en_us/sdkguide/si_cpp/classXSI_1_1CustomProperty.html#a3cd8cb29aea12aad508cfc2d623dc836
 (const 
CStringhttp://download.autodesk.com/global/docs/softimage2014/en_us/sdkguide/si_cpp/classXSI_1_1CString.html
 in_scriptname, 
CValue::DataTypehttp://download.autodesk.com/global/docs/softimage2014/en_us/sdkguide/si_cpp/classXSI_1_1CValue.html#ad8ed01ff3ff3d8e19db4d2818bb6
 in_type, 
siParamClassificationhttp://download.autodesk.com/global/docs/softimage2014/en_us/sdkguide/si_cpp/namespaceXSI.html#a8f0a8fe3a0669ff112ec8be6075c9f92
 in_classification, INT in_capabilities, 
constCStringhttp://download.autodesk.com/global/docs/softimage2014/en_us/sdkguide/si_cpp/classXSI_1_1CString.html
 in_name, const 
CStringhttp://download.autodesk.com/global/docs/softimage2014/en_us/sdkguide/si_cpp/classXSI_1_1CString.html
 in_description, const 
CValuehttp://download.autodesk.com/global/docs/softimage2014/en_us/sdkguide/si_cpp/classXSI_1_1CValue.html
 in_default, const 
CValuehttp://download.autodesk.com/global/docs/softimage2014/en_us/sdkguide/si_cpp/classXSI_1_1CValue.html
 in_min, const 
CValuehttp://download.autodesk.com/global/docs/softimage2014/en_us/sdkguide/si_cpp/classXSI_1_1CValue.html
 in_max, const 

PyQtForSoftimage: Input Method Hints working okay for QLineEdits?

2013-05-22 Thread Tim Crowson
I'm working with some QLineEdits, trying to set them to digits only via 
the Input Method Hints, but they're still accepting other characters 
when I run the tool in Soft. Is that not what the ImhDigitsOnly hint is 
supposed to do?


Using Soft 2014.

--
Signature

*Tim Crowson
*/Lead CG Artist/

*Magnetic Dreams, Inc.
*2525 Lebanon Pike, Building C. Nashville, TN 37214
*Ph*  615.885.6801 | *Fax*  615.889.4768 | www.magneticdreams.com
tim.crow...@magneticdreams.com




RE: Installing Deadline for Softimage 2012

2013-05-22 Thread Daniel Kim
Did you try installing the submitter plug via Deadline Monitor?
You should try it with Script/Install Integrated Submission Scripts tool, and 
select your Softimage
You can find it on Deadline Monior

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Mirko Jankovic
Sent: Wednesday, May 22, 2013 6:59 PM
To: David Rivera; softimage@listproc.autodesk.com
Subject: Re: Installing Deadline for Softimage 2012

Hey David,

I never had any problems with installing deadline since 2011...
Python is inside SI already so no need to install anything else Python related.
One and only thing needed is to copy SubmitXSIToDeadline.py into your 
Softimage/Application/Plugins folder and that is it.
Absolutely nothing else needed.
See if that works

On Wed, May 22, 2013 at 1:05 AM, David Rivera 
activemotionpictu...@yahoo.commailto:activemotionpictu...@yahoo.com wrote:
Hello. Anyone had had experience installing Deadline for softimage?
i´ve followed this:
http://www.thinkboxsoftware.com/deadline-5-softimage#Integrated_Submission_Script_Setup

And I still can´t get the dialogue up on the Render module RenderSend to 
Deadline after setting up
preferences for Python on softimage 2012. I believe Python is already installed 
on softimage 2012, because
I see the option python from the scripts preferences.

Hence, I opened up a script dialogue in python, and dragged and dropped the .py 
script that comes for installing
on (applications)/softimage/application/plugins

I restart softimage, but still I don´t see the dialogue.
If anyone could lend me a hand with this, I´d appreciate it a lot.
Thanks.

David R.



Re: PyQtForSoftimage: Input Method Hints working okay for QLineEdits?

2013-05-22 Thread Xavier Lapointe
Or you could use the QDoubleValidator?
http://pyqt.sourceforge.net/Docs/PyQt4/qdoublevalidator.html


Re: Setting and Manipulating Keys Very slow in Referenced Model

2013-05-22 Thread Enrique Caballero
Hey Manny,
  Thanks for looking into it.  Im going to send you a video later today
showing you just how slow it is.  Its more than just having too many
parameters set to keyable.

Your point about limiting the keyable parameters is 100% true and I should
have locked several of them out.

But with that said, this rig does not have that many parameters or objects
in it to account for the 6 second delay that I experience on every system
at this company.

With that said. I have found something interesting.

Last night while we chatted, I tried the scene on my laptop at home, and
the issue was largely gone.

This makes no sense to me as I have done heavy testing here with the
workgroup disconnected and a vanilla softimage and gear install. And had
the 6 second delay.

I now think it might have to do with our system configurations here, I am
looking into it.

Thanks for the help, Please don't close this ticket yet. The problem is
larger than just too many keyable parameters

-Enrique


On Thu, May 23, 2013 at 6:24 AM, Alan Fregtman alan.fregt...@gmail.comwrote:

 Forgot to say, it's the same deal if you lock the param value. (Rightclick
 on the green square, Locks, Param Value)




 On Wed, May 22, 2013 at 6:23 PM, Alan Fregtman alan.fregt...@gmail.comwrote:

 I know one case:


 If you put an expression on the View Visibility, and use H to hide the
 object, Render Visibility rightfully toggles off, but if you tap again, it
 won't come back on.

 Remove the expression from ViewVis and it'll hide and unhide correctly
 again.




 On Wed, May 22, 2013 at 5:49 PM, Eric Thivierge 
 ethivie...@hybride.comwrote:

  Could you elaborate with some examples of tools that fail? I haven't
 experienced this myself so I'm wondering which ones they are and which ones
 to look out for.


 Eric Thivierge
 ===
 Character TD / RnD
 Hybride Technologies


 On 22/05/2013 5:43 PM, Matt Lind wrote:

 We used to use parameter locking until we discovered that it doesn’t
 always work for parameters in referenced models.  A number of built-in
 Softimage tools don’t function properly with locked parameters either
 causing tools to abort prematurely (due to lack of error handling) leaving
 our work in a funky state.







Re: RePosition a Texture without moving the UV island

2013-05-22 Thread Raffaele Fragapane
If all you are applying is a 2D offset, that is EXACTLY what you can do the
way people have specified, and as it's done in the image node, it can be
done per image channel without requiring a change in image OR UVs, as it
affects their pairing.

This comes across as you not having quite tried hard enough before
dismissing, honestly. Give it another shot.


On Thu, May 23, 2013 at 1:41 PM, Christopher 
christop...@thecreativesheep.ca wrote:

 I tried both method, the results are, well, disappointing to say the
 least.  My solution is simply to move the texture image in Ps to where I
 want it placed on the UV template.  My whole point was to eliminate the
 process of having to load Ps to do this, either that or an ICE/shader
 solution.

 ::Christopher